I appreciate your effort in putting this together! I'm a strong advocate for transparency, as acknowledging and addressing mistakes and errors in such a manner is a commendable practice.
I agree with your proposal regarding the timing of updates.
I appreciate your effort in putting this together! I'm a strong advocate for transparency, as acknowledging and addressing mistakes and errors in such a manner is a commendable practice.
I agree with your proposal regarding the timing of updates.
because the balance team keeps changing the game stats
I am just here to say can you stop balancing the game? I honestly can't keep up with how often you change things. its making it impossible to learn the game
I would like to propose a potential solution, albeit not necessarily the most optimal one.
In order to better accommodate players with sub-1k ratings, it may be worth considering the implementation of a restriction whereby they are only able to access land maps of dimensions 10X10 km that are randomly generated without pre-existing mass.
Furthermore, I suggest that we remove maps featuring pre-existing reclaim from the map pool for all ratings. Doing so has the potential to simplify the gameplay experience by reducing the complexity, meta-knowledge, and initial game pace.
@tomma for example some ppl are always unprecise and don't immediately notice that they should open a second air factory and transporter immediately to get the mass somewhere.
also, you are 1800 so you know how to counter, recover and most importantly scout your opponent and know what they are doing / .. for ppl around 1k .. they lose immediately if the other guy rushes the gun in under 5 minutes. or they see ppl doing things that don't make any sense unless its a premade plan
map gen maps always
my 1v1 rating is 1100 and I am 1300 global.
I stopped playing the 1v1 ladder when I realized that people memorize build orders for each map. and the more you play the more maps open up and yet again u find yourself playing against a meta and getting crushed insanely quickly.
It got to a point where the other person would just Ctrl-k when they lose the expansion or the island mex. most of my games felt like the other player has memorized a meta and is playing it and getting the upper hand since minute 4 and toying with me until minute 30 before crushing me.
1v1 ladder is too taxing on your APM and you kinda must memorize meta (I hate doing meta's or microing reclaim).I now play 4v4 which makes the game less taxing in terms of APM and the meta is not so important since games tend to be less predictable
thank you for your efforts in improving FAF!
I strongly doubt they will produce something at the level of sup-com. I love how ambitious they are but I don't think they can outdo Gas powered games with hundreds of ppl with actual game design experience.
they also send mixed messages. sometimes I hear it's an endi game... then they announce features that will be groundbreaking . they might be better than supcom in some aspects but they wont be better overall
Hi
when you are overflowing mass or energy a background sound plays... one that makes sense and gives the impression of a leakage.. it should be distinct audios one for mass and one for energy .it should be an option in audio that plays can voice to turn on or off
list itemWhen an engineer is on an attack move or patrol to do reclaim. make engineer automatically choose the highest mass amount item within build range.
Hi
thanks for the oppotunity.
Make FAF chat include history of chat
sometimes... I miss messages and would like to open the chat with the players and see the history .. would be nice to switch it into and inbox system
@tatsu I find the charts you referenced very interesting and at the same time surprising given my personal experience. .. I am curious to investigate deeper..how can I get my hands on the games data?
good point.
to avoid making the games more cancerous maybe we can use several objective indicators to add or deduct the score change after the game..
for example. you can use the already available data in "end of game report". some objective indicators would be ranking in terms of mass income/kill/units/total buildings(mexs).
so if you won your mirror and moved into their base while your teammates lost and you end up being flanked. you would still have had the highest unit count/total mass reclaimed or kills and if these indicators affect the score. you would still be rewarded. (clarification: I am suggesting we use how well you did in these indicators compared to other players. so having the highest mass income/kills and losing would still mean you did something better than everyone )
as an added bonus this would make the rating more realistic and prevents players from being underrated.
I don't agree with your premise that full share = annihilation.
I would argue that the full share is a compromise between annihilation and assassination. therefore, it should exist as a legit option to play with.
also, the replay you shared doesn't prove anything. I don't have the statistics ready but I imagine that most of the time when an entire army goes poof! . the game collapses quickly after in favor of the team who scored the kill.
Other than that FAF is very difficult to learn and tutoring will definitely help.
I would say that new players run into the below issues.
1- Specific map dominant strategies/dominant groups of players.
regular players in FAF usually stick to specific maps and continue to play them over and over again versus the same players which means that this group of players will be aware of tactics that help dominate the game and crush the opponent instantly. But this is not the issue.
The issue lies in the fact that these players will be extremely underrated in these maps. a player who plays Gap of Rohan over and over again and is rated 800 would definitely crush an unfamiliar with the map player who is 1100. Imagine what is the situation for a new player, he/she would continue to get crushed by players equal to them or lower which will drain their energy and drive them away.
2-Broken rating system:
I don't think that FAF rating system reflects players' true level. I remember some players who were 1600 and then the next week suddenly they are 1100. which means the game gets balanced accordingly and they usually crush their opponent quickly.
3- FAF balancing units towards favoring pros' play style.
AIR is OP, rushing com upgrades is OP. early raids is OP.
I used to play supcom the original version and after moving to faf, I noticed that the way things are balanced is forcing you to play with a certain style.
4- Smurfing Culture. XD
I play FAF like four times a month and I don't know any group to play with and I must say that when you log in to random games you keep getting baited into games with smurfs. although this is not a big issue.
5- Lack of low-ranking players to play with. if you are below 1000, good luck finding a game. with people who are similar to your level.
all of the above leads to frustrating the new players and driving them away and I personally would have left FAF if not for some pros who helped me.
I think solving these issues would be quite the challenge. so good luck.
Also, I would like to share some suggestions that might help per issue. please take them with a grain of salt as I have a limited point of view since I don't play that often.
1 & 2-tweak the rating system.
3- make rushing things harder.
4- the gray ranking system is enough for this issue to be solved.
5- engaging new players and telling them how to find similar ranking opponents & teammates.
I personally like these maps and appreciate the efforts put into giving the player a more aesthetic experience. Although I must say that I have a good internet connection so I cant relate to the issues other people are facing.
I also would like to share that I used to play supcom back in 2011 and I discovered FAF three years ago and I must say that I was very impressed with the maps ..so great job